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I'm pretty sure there aren't any guides to it, because it hasn't been done flawlessly yet. With the Ruby and Firered 649 Projects, there are still plenty of bugs that need to be solved.

If you think about it, the sheer scope of adding even one Pokemon is massive. You'd need to repoint tons of data, not limited to: Stats table, ability table, learnable moves table, TM/HM learning table, Daycare rules, Pokedex entries, cries, Evolution table, Pokedex data, not to mention completely editing the Pokedex in general to support more than 386 Pokemon, finding all limiting bytes that prevent more than 411 Pokemon from existing, and with potentially editing associated ASM with Pokemon-related coding, such as cry and showpokepic, not to mention anything I can't think of. Feel free to try yourself, but there isn't a guide yet.

Expanding the number of moves, however, IS possible. And there's a tutorial here too. I'd do a search around to find it.

Editing Stats in general can be done with YAPE, or any other Pokemon Editor out there.

If ANYBODY could answer my question, It would help me alot.
i can't still figure out the problem with nidoran male and female genderless.
i replaced the nidoran's with other pokemon but the gender symbol or icon
isn't there.

If ANYBODY could answer my question, It would help me alot.
i can't still figure out the problem with nidoran male and female genderless.
i replaced the nidoran's with other pokemon but the gender symbol or icon
isn't there.

If ANYBODY could answer my question, It would help me alot.
i can't still figure out the problem with nidoran male and female genderless.
i replaced the nidoran's with other pokemon but the gender symbol or icon
isn't there.

Nah, the 2 Nidorans are defined to be Genderless in the games because they were created before genders were introduced into the Pokémon games. It is honestly that simple. Open your rom in a Pokémon editor (eg, the Pokémon editor in PGE, or YAPE) and change their gender definitions to match the ratio you want. Hope that helps.

__________________

Hey guys, please check out my recreations of the gen 1 and 2 music on my custom engine at my SoundCloud! - Here!

Nah, the 2 Nidorans are defined to be Genderless in the games because they were created before genders were introduced into the Pokémon games. It is honestly that simple. Open your rom in a Pokémon editor (eg, the Pokémon editor in PGE, or YAPE) and change their gender definitions to match the ratio you want. Hope that helps.

Do you mean that you have the 649 patch, and are trying to use it for whatever reason? If that's the case, the page with the 649 Patch has an .ini file, which shows all the pertinent offsets. In any case, most programs and tools have .ini files, so opening them in notepad will show all the offsets that are used in a game that are needed by the tool in question.

Do you mean that you have the 649 patch, and are trying to use it for whatever reason? If that's the case, the page with the 649 Patch has an .ini file, which shows all the pertinent offsets. In any case, most programs and tools have .ini files, so opening them in notepad will show all the offsets that are used in a game that are needed by the tool in question.

No I dont have the patch.
Just gonna start from scratch on my own and add 1 by 1 pokemon which I need.
Well, I basically have a plan of my own on how I wanna do it. Just dont cant figure out anything about adding more pokemon than those 25 "?".

So, I'm sure I'm just making a really simple mistake since I haven't seen anyone else asking this question, but I've put my own custom starters in FR to replace the originals and I start new game to test them in battle and everything, but when I walk out of my house to start, or walk into Oak's lab, or try opening the start menu or a whole variety or things, the screen goes black or freezes...can someone tell me what I'm doing wrong? :/
Thy're going in fine, it's just that after I do the game freezes for everything.

No I dont have the patch.
Just gonna start from scratch on my own and add 1 by 1 pokemon which I need.
Well, I basically have a plan of my own on how I wanna do it. Just dont cant figure out anything about adding more pokemon than those 25 "?".

If that's the case, then I've already told you somewhat of a general list of everything you need to take into account in my previous post. Basically, anything related to Pokemon would have to be repointed and edited. ASM would need to be done on stuff for the Pokedex. You want the offsets for everything you need? I can't give you that, but if you're skilled enough to add Pokemon, then you should also be skilled enough to find the things you need. If you can't find what you need, then you're not ready to add Pokemon.

HI everybody
I have a problem. My Emerald edition I editet crashed now. Is there anyway I can save my maps without having a backup? Maybe I copy my maps and fill in these in a new, fresh Rom?
Pls help me Oediepus

HI everybody
I have a problem. My Emerald edition I editet crashed now. Is there anyway I can save my maps without having a backup? Maybe I copy my maps and fill in these in a new, fresh Rom?
Pls help me Oediepus

I'm working on a new Oak's Lab sequence in Firered and I'd like to have the rival randomly choose one of the nine possible starters. Is it possible for the game to execute an RNG script? If so, how would this be done? ASM?

I'm working on a new Oak's Lab sequence in Firered and I'd like to have the rival randomly choose one of the nine possible starters. Is it possible for the game to execute an RNG script? If so, how would this be done? ASM?

In GSC there is a built-in scripting code for changing the value in [insert ram address here] to a random value. If no such code exists in FireRed, you could make your own way for loading a value from certain address so that it would be more random and that way he/she wouldn't pick the same pokemon each time.

Open VBA's Memory Viewer while in Oak's lab. You're bound to found values in ram memory that are changed rapidly all the time.
Make the game check for one of them and according to the value, make the script call for nine different subscripts.

I'm working on a new Oak's Lab sequence in Firered and I'd like to have the rival randomly choose one of the nine possible starters. Is it possible for the game to execute an RNG script? If so, how would this be done? ASM?

You can generate a random number in FR by simply using the command 'random' with a HEX value after it. If this line was written in a script: "random 0x2", a number will be randomly chosen ranging from 0 - 2 so there are three possible outcomes. For your situation I'd advise doing something like this:

By copying your random result to a variable (0x4000 in this example) the game will be able to tell at a glance which Pokemon they received in the future. This is useful for when you need to make different battles based on their chosen starter by using the 'compare' command and then diverging down different paths like I've shown.

You can generate a random number in FR by simply using the command 'random' with a HEX value after it. If this line was written in a script: "random 0x2", a number will be randomly chosen ranging from 0 - 2 so there are three possible outcomes. For your situation I'd advise doing something like this:

By copying your random result to a variable (0x4000 in this example) the game will be able to tell at a glance which Pokemon they received in the future. This is useful for when you need to make different battles based on their chosen starter by using the 'compare' command and then diverging down different paths like I've shown.

I'd just like to point out that random 0x2 would generate a random number between 0 and 1, not 0 and 2. The parameter is the number of possibilities, so if you specified 0x2 possibilities, that would be 0 and 1.

No disrespect to Dr. Fuji of course...I just wanna make sure more problems don't get caused.

I was recently playing a non-hacked version of Leaf Green. Just while messing around with some AR/GS coding, I lost the option to select "POKEMON" from the start menu. I'm guessing I turned off a flag that I didn't mean to.

Do you guys think I can go in on advance map or something and just flip it back?
If so, some pointers would be nice. I've done some hacking before but never any games of this Generation.

I was recently playing a non-hacked version of Leaf Green. Just while messing around with some AR/GS coding, I lost the option to select "POKEMON" from the start menu. I'm guessing I turned off a flag that I didn't mean to.

Do you guys think I can go in on advance map or something and just flip it back?
If so, some pointers would be nice. I've done some hacking before but never any games of this Generation.

In your first picture, the tile behaviours don't appear to be correct. Open the tileset editor in advance map, select the tile that is obscuring the player's head, open the 'background byte' selection bar and scroll down to/ select "Block is covered by hero".

As for the second picture, you shouldn't use the Movement Permission 0 throughout your map - C is the standard permission for regular ground.

Hey Everyone, I have a Question about using Unlz.gba for introduction hacking.

I've looked through tutorials and I see the number to edit the fire red hero in Unlz.gba is 341 & clicking the black/white box. However, when I go to that number in my rom, he does not appear. In an un-edited fire red rom, I went to 349(it wasn't in 341 in this one either) and I saw the fire red hero there. So what gives? All I did in my Edited rom was add pokemon and change a few maps/created scripts.

My question is, do the number for the introduction hero sprite change? I never tried to change the hero before until now in my edited rom, so I don't understand why it was not in 341 or 349.
Is there any way for me to find it so I can change it? It's pretty much one of the very few things preventing me from releasing a beta of my rom and I would appriciate any help in finding where it is in unlz.gba. Thank You.

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